DragonPrime - LoGD Resource Community
Welcome Guest
  • Good morning, Guest.
    Please log in, or register.
  • June 28, 2016, 09:47:46 AM
Home Forums News Links Downloads Login Register Advanced Search
* * *
DragonPrime Menu
Login
 
 
Resource Pages
IRC Channels
Search

Pages: [1]   Go Down
  Print  
Author Topic: prefs  (Read 3006 times)
0 Members and 1 Guest are viewing this topic.
Dannic
Guest
« on: January 08, 2005, 08:43:16 AM »

I think I understand the concept behind thins such as

"prefs-clans"

But when I go to look for that I can't seem to find them.

I also tried the suggestion by Kendear for

"prefs-creatures"

yet that doesn't show up in the creature properties.  There is a hyperlink there but it won't do anything.  

Do I have this wrong?

Code:
           "prefs-creatures"=>array(
            "Creature Properties,title",
            "alignment"=>"What is the alignment of this creature? (0 is neutral),int|0",
      ),

I'm guessing it should show up when you go to edit a specific creature but it doesn't.
Logged
Dannic
Guest
« Reply #1 on: January 09, 2005, 07:06:07 AM »

Alright.  This is what I did.

Code:
"prefs-drinks"=>array(
         "Drink Alignment Preferences,title",
         "drinkalignment"=>"What is the drink alignment value?,int|0",

"prefs-mounts"=>array(
         "Mount Alignment Preferences,title",
         "maxmountalingment"=>"What is the maximum alignment value?,int|0",
         "minmountalignment"=>"What is the minimum alignment value?,int|0",
      ),      ),


both of these work fine.  Yet if I try this.



Code:
"prefs-creatures"=>array(
            "Creature Alignment,title",
            "alignment"=>"What is the alignment of this creature? (0 is neutral),int|0",
      ),

All I get is the link in the navigation called Creature Alignment.  When I click on it, it does absolutely nothing.  just refreshes the page.  I looked at the code and it should be prefs-creatures  but it doesn't seem to work the same way as the drinks module or the mount code.
« Last Edit: January 09, 2005, 07:07:04 AM by Dannic » Logged
Spider
Guest
« Reply #2 on: January 10, 2005, 03:15:29 AM »

it could be something very silly like the brackets are screwing it up, try copying the exact code that works in drinks for the creatures prefs, changing only the prefs-creatures bit, and see if that works.
Logged
Dannic
Guest
« Reply #3 on: January 10, 2005, 03:38:03 AM »

Nope.  Tried that already.

As far as I can tell the one for the clantrees doesn't work either.  
Logged
Kendaer
Guest
« Reply #4 on: January 10, 2005, 01:44:22 PM »

There is in fact a bug in the handling of the creatures pref code.. I'll fix it for the next pre-release.
Logged
Kendaer
Guest
« Reply #5 on: January 10, 2005, 02:32:01 PM »

Okay.. This is now fixed in CVS.
I am planning at this point on releasing 0.9.8-prerelease.13 tonight (assuming nothing else breaks and no other major changes happen today).

At that point, the prefs-creatures stuff will work.. I'd done a really brain-damaged job of that code in this instance for some reason.  It's fixed now though.
Logged
Dannic
Guest
« Reply #6 on: January 10, 2005, 04:17:14 PM »

does the prefs-clans have the same problem?
Logged
Kendaer
Guest
« Reply #7 on: January 11, 2005, 11:00:05 AM »

does the prefs-clans have the same problem?

No.

but then there is no 'clan editor' (unlike creatures, mounts, drinks, etc).

Therefore, there will never be any place to get a showform like listing related to clans and thus edit the clan trees.

Objprefs are a generic way of associating key/value data (ie, prefs) with arbitrary, uniquely identified objects (ie, clans, mounts, drinks, creatures, weapons, armor, etc).   This does NOT imply that there is an automatic editor for all of those types!!

Some of them (mounts, drinks, creatures) have those editors.

Armor and weapons do *not* because I have some plans for a 'real' item system at some point in the past, and cannot see someone wanting to manually go through 23*15 items to set a single flag currently.

Some things (clans) have no editors whatsoever.

You can *still* use objprefs with those types of objects, you just need to provide your own interface for editing things you want to set IF you want to provide such.  clantrees doesn't provide any interface other than a clan member buying more stuff for their tree.   No editor.   The objprefs stuff still works though!
Logged
Sichae
iMod God
SVN Users
Mod God
*
Offline Offline

Posts: 3458


If ya didn't get it by now... you're hopeless...


View Profile WWW
« Reply #8 on: January 15, 2005, 03:36:01 PM »

Well, the clan *kinda* has an editor, to a small extent.

You can edit the Clan Name and Clan Short, but that is it.


But, beyond that, Admins shouldn't have much control on what is going on in the clan, besides Name (You don't want to see "Tree-F***ers) Clan Short ( 8===> ) Commentary ("Hey guys, let's hack this site!") and the existence of that clan itself.
Logged

If you didn't understand anything in the above post, don't try to attempt anything suggested.

Dannic
Guest
« Reply #9 on: January 15, 2005, 03:45:54 PM »

sure.  that's not the problem I had with Clans though.  There is the clantree.php module that has an area where you can modify the clan preference for the trees.  However there is no where that those fields show up to  modify.  You can't tell what level tree they have or if they even have a tree.  ect.  Even though the prefs-clans is set.

I just found this kinda odd that I couldn't see them or even test out the trees without buying one.  Can't just give myself one that easily.
Logged
Kendaer
Guest
« Reply #10 on: January 17, 2005, 07:52:03 AM »

They are set because it made a handy reference to use to show what the values for the objprefs for the clan trees were.

The code would continue to work exactly as it does now if you removed those lines from moduleinfo.  However, *if* someone ever did write a clan editor, having those already defined there would have the just work (assuming someone did the necessary hookup in the editor!)
Logged
sixf00t4
Mod God
*****
Offline Offline

Posts: 1916



View Profile WWW
« Reply #11 on: January 17, 2005, 09:46:22 AM »

However, *if* someone ever did write a clan editor, having those already defined there would have the just work

Not it.
Logged

Kendaer
Guest
« Reply #12 on: January 17, 2005, 10:46:55 AM »

*laugh*
Yeah, me neither.

Basically, the code is there to support this stuff, but unless there is such an editor, it doesn't do much other than provide documentation Smiley
Logged
Dannic
Guest
« Reply #13 on: January 17, 2005, 05:57:42 PM »

hehe. well what explains why I couldn't ever figure it out then.  I was using the wrong file as a reference to learn from Smiley
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  


*
DragonPrime Notices
Welcome to DragonPrime - The LoGD Resource Community!

Support Us
No funds raised yet this year
Your help is greatly appreciated!
Who's Online
49 Guests, 1 User
HunterD
DragonPrime LoGD
Recent Topics
Home Forums News Links Downloads Login Register Advanced Search